Combat Medic Archive
Thread: Cm and close combat?
Message Edited by Dryc on 07-06-2005 06:51 PM
In the post-CU world a swordsman/combat medic would be possible but not exactly in line with the role we were meant to fill. As a personal choice it is very viable since the one problem I ran into as a swordsman post-cu was my inability to battle and actually survive since I took so much damage due to my high agro output. With a CM backing me up I would have had no problem surviving.
But in a group setting post-CU the problem is that about 80-90% of a group will be ranged(and 90% of those MBH lol). And in order to do your helaing duties you would have to run back to them or at least keep looking behind you to do it. There are of course ways to learn to get around it but it is still a drawback, if only a minor one.
Dryc wrote:
Well do you guys think Master Smuggler would combine well with Combat medic. I'm mainly thinking of taknign higher end content because with my friends it's really easy to do lower end content.
CM is not a tanking profession on its own and surely smuggler is not either. CM can heal true, but that is a more active role in defending one's self. Tanks have naturally good defenses and may use a defensive buff (TKM and Jedi Defenders). Smuggler have very little defenses (although you could use COB) but are crowd control specialist. I'd probably say that if you are gonna use the skill points to get smuggler (Pistols 4 and Unarmed 4) then it might just be wiser to go TKM instead as a smuggler has very low defenses.... on that thought you could go, if you want to remain ranged, MBH as they have the best defenses for ranged players, plus duelist stance (which is similar to COB).
To summarize it:
MCM MBH - Best Ranged Tank (somewhat)
MCM TKM - probably best non-Jedi tank
MCM MSmuggler - little defenses (access to COB tho) but good crowd control
MCM MPistoleer - decent defenses and good crowd control